Would you like a mage for a neighbour? The wizards who live here certainly do, there are no less than four traditional wizard's towers here, although one has fallen into ruin. The introductory notes provide a few ideas for using them 'as is' - or of course you can use them individually whenever you have need of a residence for a mage. It also provides a key to common items on the maps, and directions on how to operate the customisation tools to show or hide numbers, grid, furniture and heavy fill on the black and blue versions of each plan.
First up, an overview of the valley, which has a Y-shaped river - the eddies suggest that the two branches entering from the bottom of the page join to flow off to the top-left, but that's up to you to decide. There are paths, woods, and bridges to enable the mages to visit each other without getting their feet wet or having to expend flying magic.
Next is a round tower described as the Old Wizard Tower. This has three levels plus a cellar and...

First, I should point out that I provided some playtest feedback and some photographs for the game, but I did buy my own copy.
With that out of the way, I really like "Renegade Scout". The problem is that it's hard to say exactly why.
I mean, it's a solid set of rules that are comprehensive and easy to understand, so that's good. It has sort of an "old-school" feel, but cleaned up and engergized with some modern sensibilities, so it feels familiar and comfortable but not burdensome or outdated. And I can't think of anything that I would want from the game that it doesn't cover. Vehicles, robots, sneaking, campaigns, character advancement, helpful and inspiring random tables, "off map support", falling, interrogation, reinforcements, and just a ton more. Maybe I'm just uptight, but that thoroughness really feels good.
Oh! And the magic/psychic powers! They're fun and semi-random, with cool names and effects. What I like in particular is that some powers are persistent, ...

Really enjoyed v1 and the new version is better - easier to follow, new additions are great ('defend' action trumps the houserule I'd made up).
I use it for smaller sclae 6mm battles - so still multibasing, but fewer units - it's trumped Horizon Wars for me. Perfect for forces like this:
![](https://bladesandblastersdotcom.files.wordpress-.com/2018/04/img_1600.jpg)

The full game was never released, even in the years between this coming out and City of Heroes eventually shutting down. So this quickplay pack is all that really remains of this particular tabletop adaption.
It's interesting, and tries very hard to replicate aspects of the MMO that maybe it shouldn't. A curiosity more than anything else at this point, if you played City of Heroes and were interested in how it might have gotten adapted to tabletop play, well, it's free. Check it out. Maybe even try running a session. Don't plan on it going beyond one session, though. There's lots of other, much better, and actually complete superhero games you can play....

THisa has to be one of the worst maps I've ever purchased. What you get is some very basic buildings dropped in two rows on a starw background. That's it: no road, no plants, no rocks, no watering troughs, no trees, no bushes, nothing. It looks like something a GM threw together in a couple minutes while his players were stting at the table. It went straight into my trash can. I can't believe these guys had the gall to charge $6 for this.

Five Leagues from the Borderlands is medieval/fantasy version of Five Parsecs from Home, so please check that one for detailed review.
Just to be clear, I like Ivan’s games very much, but in the following review I will present my personal reasons why I will not continue to play this game (without modifications).
I did play three different campaigns, each for 7 turns (maybe it is not too much).
The basic rules for resolving tabletop combat are simple and solid, but:
1. There is a too much rerolls – armor, shield, greaves, weapons.... – not a big issue, but to keep track of all rerolls you can make and in the end there is very small impact to the game (the effect is only 6 on D6)
2. There are fighting styles to differentiate your Heroes, however I did not like how they impact (if at all) the combat. In my opinion they are not very well balanced (for me, for example, the use of a shield is much underestimated).
3. Randomness is a very BIG part of the game. In my games I was just...

I have been throughly impressed with every pack from Trash Mob Minis. The details, the inclusion of black and white so you can color them yourself easily if you want. Instructions are great as well.
These Salamanders are impressive, and I can't wait to use them against my players. Their expressions are great and really help to give them flavor and attitude during an encounter.

What an amazing and well thought out game. It's a really smart system and a style of tabletop game/wargame that we never really get. We need more COOP RPG games. So keen to get the expantions too, now. So thank you.

I feel like I was ripped off. I know that it was free but the description makes you think that you are getting a much bigger product. The art work is wonderful I just wish I had got to see more than a handful of rooms.

I got a chance to play this recently, and it was pretty fun. I like the turn sequence in general, and I liked the way that terrain and cover were described, such that they were pretty unambiguous and quick to figure out.
Speaking of figuring things out, I did have a little trouble sorting out what some things meant. Like, "force points" and "force point level" aren't the same thing (you use one to look up the other on a chart at the front of the book). And there was more than one reference to "xxxxxx", which I suppose was meant to be a page number?
But editing aside, it was a fun game that kept both sides engaged (although both of those sides were me). Unfortunately, I didn't have an opportunity to dig into all of the extra bits, like off-board artillery and Leader units and vehicles (though the rules are there and seem pretty thorough), but the infantry action was enjoyable, and the combat system quick, with few modifiers to worry about. Damage rolls are technically on a c...

GREAT Addition to the Fistful of Lead system!! As always, clearly wrotten rules with just the right amount of new rules to fully immerse the players in the pulpy retro-Scifi genre. The "Crew Traits" are are very nice addition and "Powers" make it very easy to give your scenaios the Star Wars feel. The Codex Glactica and Vehicle Instruction Manual are the icing on the cake, giving players all the options they need to generate exciting campaigns in a univere of their choosing. Keep up the great work.
BTW: When will we see a Post-apocalyptic setting complete with mutations and creatures in the vein of Gamma World?...

I purchased this as part of the Dry Ravine bundle, and the overall collection is superb, if somewhat overwhelming. I'll be using these as part of an extreme badlands-type environment my Party will be adventuring in for 1 or 2 months, so it's perfect for the numerous encounters I have planned. The only thing this particular set is missing is an overview page showing all the different path pieces so you have some idea how to fit them together. With 64 sections in this particular kit that can be combined, let alone the other 3 kits that make up this bundle, it's wasteful to print them all out to figure out how to fit them together. Otherwise, this is another excellent addition to Heroic Maps' superb products.
Update: I just wanted to acknowledge that there is a graphic on the product webpage that shows all the pieces, although due to the sheer quantity they are somewhat small and hard to make out, at least for older eyes like mine!...

Billed as a 'small' citadel, I think it's actually quite a spacious one, suitable for whatever political intrigues or bloody insurrections you may have in mind. The introductory material covers the customisation possible (showing or hiding fill, numbers, grid, and furniture) and presents a legend for map symbols - and also suggests that the grid be taken as 20' squares as the place is large! There are also some ideas for how the citadel can feature in your game. This might be the centre of a larger town, or a stand-alone and self-sufficient outpost. It's on a river (or sea shore) with a dock, as well as stables, a forge, inns, and other necessities.
The first plan shows ground level, the second shows the upper level, and the third the rooftops (perfect for parkour...). There are two further plans, one showing the caverns underneath, part of which has been altered to form a dungeon complete with cells, the other presents a sewer system.
There are well over an hundred rooms to play...